#include "script_component.hpp" /* * Author: Kingsley * Mount the player in the vehicle they are directly looking at based on their distance. * * Arguments: * None * * Return Value: * None * * Example: * [] call ace_quickmount_fnc_getInNearest; * * Public: No */ if (!GVAR(enabled) || {isNull ACE_player} || {vehicle ACE_player != ACE_player} || {!alive ACE_player} || {ACE_player getVariable ["ace_unconscious", false]} ) exitWith {}; private _start = AGLtoASL (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot")); private _end = (_start vectorAdd (getCameraViewDirection ACE_player vectorMultiply GVAR(distance))); private _objects = lineIntersectsSurfaces [_start, _end, ACE_player]; private _target = (_objects param [0, []]) param [2, objNull]; if (locked _target in [2,3]) exitWith { [localize LSTRING(VehicleLocked)] call EFUNC(common,displayTextStructured); true }; TRACE_1("",_target); if (!isNull _target && {alive _target} && {{_target isKindOf _x} count ["Air","LandVehicle","Ship","StaticMortar"] > 0} && {([ACE_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith))} && {speed _target <= GVAR(speed)} ) then { if (GVAR(priority) > 3 || GVAR(priority) < 0) then { GVAR(priority) = 0; }; private _seats = ["Driver", "Gunner", "Commander", "Cargo"]; private _sortedSeats = [_seats select GVAR(priority)]; _seats deleteAt GVAR(priority); _sortedSeats append _seats; private _hasAction = false; scopeName "SearchForSeat"; { private _desiredRole = _x; { _x params ["_unit", "_role", "_cargoIndex", "_turretPath"]; if ((isNull _unit) || {!alive _unit}) then { private _effectiveRole = toLower _role; if ((_effectiveRole in ["driver", "gunner"]) && {unitIsUAV _target}) exitWith {}; // Ignoring UAV Driver/Gunner if ((_effectiveRole == "driver") && {(getNumber (([_target] call CBA_fnc_getObjectConfig) >> "hasDriver")) == 0}) exitWith {}; // Ignoring Non Driver (static weapons) // Seats can be locked independently of the main vehicle if ((_role == "driver") && {lockedDriver _target}) exitWith {TRACE_1("lockedDriver",_x);}; if ((_cargoIndex >= 0) && {_target lockedCargo _cargoIndex}) exitWith {TRACE_1("lockedCargo",_x);}; if ((!(_turretPath isEqualTo [])) && {_target lockedTurret _turretPath}) exitWith {TRACE_1("lockedTurret",_x);}; if (_effectiveRole == "turret") then { private _turretConfig = [_target, _turretPath] call CBA_fnc_getTurret; if (getNumber (_turretConfig >> "isCopilot") == 1) exitWith { _effectiveRole = "driver"; }; if ( _cargoIndex >= 0 // FFV || {"" isEqualTo getText (_turretConfig >> "gun")} // turret without weapon ) exitWith { _effectiveRole = "cargo"; }; _effectiveRole = "gunner"; // door gunners / 2nd turret }; TRACE_2("",_effectiveRole,_x); if (_effectiveRole != _desiredRole) exitWith {}; if (!(_turretPath isEqualTo [])) then { // Using GetInTurret seems to solve problems with incorrect GetInEH params when gunner/commander ACE_player action ["GetInTurret", _target, _turretPath]; TRACE_3("Geting In Turret",_x,_role,_turretPath); } else { if (_cargoIndex > -1) then { // GetInCargo expects the index of the seat in the "cargo" array from fullCrew // See description: https://community.bistudio.com/wiki/fullCrew private _cargoActionIndex = -1; { if ((_x select 2) == _cargoIndex) exitWith {_cargoActionIndex = _forEachIndex}; } forEach (fullCrew [_target, "cargo", true]); ACE_player action ["GetInCargo", _target, _cargoActionIndex]; TRACE_4("Geting In Cargo",_x,_role,_cargoActionIndex,_cargoIndex); } else { ACE_player action ["GetIn" + _role, _target]; TRACE_2("Geting In",_x,_role); }; }; _hasAction = true; breakTo "SearchForSeat"; }; } forEach (fullCrew [_target, "", true]); } forEach _sortedSeats; if (!_hasAction) then { TRACE_1("no empty seats",_hasAction); [localize LSTRING(VehicleFull)] call EFUNC(common,displayTextStructured); }; }; true